Posted by K4thos
in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
Board: IKEMEN Releases
Board: IKEMEN Releases
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its really similar to mugen,sometimes I'm getting no error and engine just closes itself"debug/log.txt", that's where error is printed. It's mentioned in "@wip" directory that I don't know how to print errors to new window yet (they are printed to console by default but I've disabled it via -ldflags -H=windowsgui in build.bat).
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Noticing a bit of a disjoint in the options menu...input changes aren't being saved, even after the mandatory message to restart the program.bug in script/options.lua. Change this line:
Code:
t[item].vardisplay = keyto this:
Code:
t[item].vardisplay = keyI'm not uploading new version yet since I think I will make more changes to this script. Just like in mugen, you can't have the same button set to 2 different commands, so the input screen should let the player know if that happens. Probably the best way is displaying both player 1 and player 2 inputs on the same screen, so that it's visible which keys needs to be assigned and which inputs are already assigned to something else.
if controller == -1 then
config.KeyConfig[playerNo].Buttons[item] = key
else
config._comment.KeyConfig[playerNo].Buttons[item] = key
end
Also I think joypad inputs are not automatically detactable yet since glfw has dedicated function for controllers. I will add this feature once I will be able to make my Dualshock 3 work with the damn PC, so that I can test it properly.
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I'm gonna look into that more, but that's rather interesting to note.When it comes to bugs in lua code please post them here. Most likely I can fix them in a minute, so no point trying to find the issue on your own. Can't say the same thing about source code though, I'm absolutely bad when it comes to understanding more complicated parts of Go code.
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The sound driver required has a web page that just lose its license so such users may end up scared by that until it gets fixed.Current sound implementation in ikemen seems a bit weird to me with the ducking effect all over the place enabled by default. If you're going to mess with it please take a look if this can be disabled for sndPlay function.